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Boutique Character UI

Smite_2.png

Keep the flare of heavily themed UI updated with focused design rules and information clarity

SmiteHud.jpg

Objective

Design UI system around a dynamic game element, unique to each character.

My Role

Research

Dynamic Prototyping

Illustration

Unreal Implementation

Tools

Figma

Illustrator

Photoshop
Unreal Engine

Team

Myself

UI Artist
UI Programmer

Duration

Started July 2024

Launched Sept 2024

The Challenge

The amount of data each design was suppose to convey wasn't always intuitive

These small 80x80 elements were at times tasked to show many different timers as well as active/inactive states.

Another issue were these characters already had unique UIs
 that were implemented in Smite 1. So there was an internal and external bias to old designs. 

 

Additionally, the ability design was in flux even once I was passed a final design doc. I had to stay on my toes and active in playtests to catch feedback that would probably change my own workload.
 

Confusion

Design documents would get changed without being communicated to me

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Expectation Bias

Changing things can always result in unhappy users already adapted to the old design

sparkresearch3_edited_edited.png

Result

Design these in basic shapes first to test information clarity. Then brainstorm with the UI artist to find visual assets that expanded the clarity

The Solution

While I implemented in UE5 I would prioritize any ability hooks that were unique to a characters design. Once those were identified and a programmer assigned to give me data hooks I'd guide my very talented artist to render out the basic concept.

I also developed a flow where I actively would reach out to the character designer to assure abilities hadn't changed.

Jing Wei

Jing Wei Mockups:

Jing Wei Final Art:

Nu Wa

NuWa Mockups:

NuWa Final Art:

Meter filled, next attack buffed indicator

Kam Seidl 2025

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